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Games, Tales, and Social Space:
Reflections on Engagement,
Inclusion, and Digital Citizenship
Dr. Charalambos Vrasidas, Founder & Executive Director, CARDET
Professor of Learning Innovations and Policy & Associate Dean for
elearning, University of Nicosia.
www.cardet.org
www.knowledgehub.eu
pambos@cardet.org
CARDET Mission
Inspire innovation, and to promote
education, research, and development
through evidence-based practices, cutting-
edge research, and empowered people.
EU and international funding
Project Design & Management
Social Justice & Civic Engagement
Online Education
Education and Training
Research & Evaluation
Innovation & Entrepreneurship
Literacies
Core Expertise
Research & Dissemination
•Edit an International Journal on
Educational Media
•Publish a Book series
•Case studies from around the world
•Harvard, UCLA, MIT, YALE
•Boston College, Open UK
Overview
•Some issues on digital citizenship
•A “simple” inclusion project
•Gamification – lessons learnt
•Recommendations & Reflections
• War & Conflict
• Climate Change
• Migration
• Violence in Schools
What is happening
outside of school?
textbookofbacteriology.net
http://www.flickr.com/photos/cisco_pics/5370519792/lightbox/
Numbers
• 50% of jobs could be automated in the next 2
decades
• 85% of the jobs of 2030 … have not been invented
yet
• 85% of your professional success has to do with
your personality, communication, negotiation,
leadership skills … and 15% with technical skills
https://www.huffingtonpost.ca/2017/07/14/85-of-jobs-that-will-exist-in-2030-haven-t-been-invented-yet-d_a_23030098/?guccounter=1
http://www.oxfordmartin.ox.ac.uk/downloads/academic/The_Future_of_Employment.pdf
http://thumbnails-visually.netdna-ssl.com/reaching-50-million-users_502917b399a44_w1500.jpg
https://digital-citizenship.org/
The DRC project aims to empower students
and teachers to develop digital citizenship
skills, and to integrate digital literacy and digital
citizenship as part of school curricula.
(terms: skills, competencies, literacies, citizenship)
Digital Citizenship:
A working Definition…
• A collection of knowledge, skills, competencies, values,
and practices which empower individuals and groups
(collaboratively) to access, analyze, construct,
comprehend, evaluate, deconstruct, communicate
messages in various forms, in ways that it allows them
to function effectively, ethically, responsibly in society.
– (CARDET Research Group, 2017).
The digital competence Framework for citizens
• Information and data literacy
• Communication and collaboration
• Content creation
• Safety
• Problem solving
https://ec.europa.eu/jrc/en/
digcompedu
Play: The ability to capacity to experiment and explore
various solutions to problems.
http://tinyurl.com/po9ry3v http://tinyurl.com/oh7p6ct
Jenkins - MIT
Merging texts….
No clear answers …
• Safety
• Privacy
• Fake news
• Engagement
• Impact on health
• Engagement and
attention
• Screen time
• Talk to your kids!
http://www.idecide-project.eu
An innovative toolkit for inclusive
decision making policies
Erasmus+ (Key Action 3) - Support for Policy Reform – Prospective Initiatives - Forward Looking Cooperation Projects
Problem
• Complexity of running schools and classroom
• Inclusion – easier said than implemented
• Practical tips – evidence based
• Decision making is a complex, political, biased
process.
• Time for learning and unlearning
https://www.teachthought.com/pedagogy/teacher-makes-1500-decisions-a-day/
Jazz, Basketball & Teacher Decision-making
• Researchers Hilda Borko and Richard Shavelson
summarized studies that reported .7 decisions per
minute during interactive teaching.
• Researcher Philip Jackson (p. 149) said that elementary
teachers have 200 to 300 exchanges with students
every hour (between 1200-1500 a day), most of which
are unplanned and unpredictable calling for teacher
decisions, if not judgments.
• https://larrycuban.wordpress.com/2011/06/16/jazz-basketball-and-teacher-
decision-making/
DECISION MAKING AT SCHOOL LEVEL
Timetabling
Visit and excursions
School projects
Parental involvement
Filing and archiving
School events
Curriculum adaptations
Teaching methods
School purchases
Homework
Students’ council
Announcements
School breaks
Diversity in Schools
Pupils belonging to
religious minorities
LGBT
Pupils from deprived
backgrounds
Migrants, refugees, asylum
seekers students
Pupils with health issues
Pupils with mental
health issues
Pupils with types of
SEN/Disability
Roma pupils
TOOLKIT
Reminds a school leader of existing information
about tackling disparities in learning outcomes
and provides access to
- Practical tips for teachers
- Practical tips for school leaders
- Supportive Literature
- EU directives and reports
Provides pupils and parents with a voice in
decision making
What worked well
• User –friendly toolkit
• Evidence-based practical tips
• Simplified practical language
• Preferred app rather than website
• Students and parents get a voice
Lessons Learned
• Inclusion – is hard work
• Some tips are too generic
• Literature support – too scientific at times
• Biggest success: Changing the culture and habits of
school staff
• More up-front training with case studies
• Ongoing support
• Time release for school staff
• Can serve as a good tool for teacher professional
development
Gamification
One of the earliest examples …
Gamification in Cars
https://www.quora.com/Gamification-What-are-some-car-companies-that-use-game-mechanics-In-which-models-and-how
Gamification in Cars
https://www.quora.com/Gamification-What-are-some-car-companies-that-use-game-mechanics-In-which-models-and-how
iStockPhoto.com http://tinyurl.com/4c6qvfu
SPEED-CAMERA PAYS DRIVERS TO SLOW DOWN
https://www.wired.com/2010/12/swedish-speed-camera-pays-drivers-to-slow-down/
•Motivation
•Multimedia
•Active Engagement
•Competition
•Collaboration
•Interaction
•Feedback
•Levels
•Adaptive
•Assessment
http://www.questatlantis.org/
Game Attributes
These are the attributes of a
good learning environment.
Games are FUN!
Gamification of Entrepreneurship Education
http://www.entrinno.org
Online Game for Entrepreneurship & Innovation
Needs Analysis - Skills
EntrInnO’s alignment with EntreComp
http://publications.jrc.ec.europa.eu/repository/bitstream/JRC101581/lfna27939enn.pdf
Alignment with EntreComp - example
Game & Learning Design
Presentation of the game
Unlock next Phase
Pass the final quiz
Upload / Submit a final assignment
Unlock and pass a series of challenges using resources and tools
Watch Phase's overview short video
The game
EntrInnO game
The Competition
Presentation of the game
The Game
https://www.youtube.com/watch?v=sp7pnGhGBMk&feature=youtu.be
Application form and Reflection Quiz
Progressing to the next phase
Assessment
XP Points
Final assignment
challenges
Final quiz challenge
Facilitators can monitor
whether players went
through the resources and
material of each phase using
the game’s automatically
awarded XP points.
A final assignment in each
phase in the game which
requires players to apply
knowledge and develop
skills related to the
particular phase’s
entrepreneurial area of
focus.
Players need to pass a quiz
challenge which is
developed to test basic
knowledge and scenario-
based responses relevant to
the content of the phase
using 10 true/false and
multiple choice questions.
Challenges
Matching
activities &
competences
Cultural
diversity
Self-pace Vs
Facilitated
Reading
material
Collaborate or
self-paced
Video – audio
–translations
Usability Scalability Duration
© CARDET 2017
Strengths
Aligned with the EU directives
Modular and can be adapted in learning courses
Close to youth’s high-tech culture
Address various needs for economic growth
Self-paced or facilitated
Can be combined with materials and resources
in existing courses
© CARDET 2017
Design Challenges
Less content in each
screen - game-like feel
Less technical language
for better understanding
Operationalize
competencies
Simplify the interface
Engage the user from
the beginning
Content edited down
Language in the missions was
simplified
Multiple activities
The interface was updated in
3 rounds
Created a profiling activity at
the beginning of the game
Challenges
• Not everything can be gamified
• Operationalizing entrepreneurial competencies
• Time (preparation & implementation)
• Teachers and schools not prepared
• Curriculum (ECTS, alignment, length)
• Learning design
• Assessment
• Classroom arrangements
• Language
• Technology
3-Sigma Model
Systemic Systematic & Sustainable
elearning
innovations
Stakeholders
Partnerships
Infrastructure
ICT
Support
Costs
Leadership
Teacher practices
Curriculum
Pedagogy
Assessment
Teacher
Professional
Development
Policies & Strategies
Local, Regional, & Country Level
Context
Culture, Socioeconomic factors, Language, Geography, History
Ongoing Monitoring, Research & Evaluation
© CARDET 2017
Recommendations for Research
• What is the nature of decision making in school
settings?
• What factors influence decisions teachers make?
• How do teachers and students experience inclusion?
• What is the meaning of digital citizenship for young
learners?
• How can we foster responsible ethical digital
participation?
• Which elements of games are more appropriate for
what kinds of learners, and learning outcomes?
• InterCap
• DRC
• SCHOOLS FOR FUTURE YOUTH (SFYOUTH),
• B-Learning: Curriculum Design for Blended
Learning (B-LEARNING)
• EUciTEC
• Digital Tools for Inclusion of Refugees, Asylum
Seekers and Migrants
• Digital, Social and Civic Competences
Development for Adult Educators Working with
Migrants and Refugees -DiSoCi
• Digital Tools for Inclusion of Refugees, &
Migrants
• AGEFACTOR
• COMMIX
• FEFE
• Girls on Global STEM (GIGS)
• MIELES - e-learning in Indian higher education
• Work 4.0
• Shanarani
• CIVACT
• Journey to Employment (GET THERE)
• Health Communication Training for Health
Professionals (H-COM)
• An innovative toolkit for inclusive decision making
policies (Idecide)
• Innovation Ecosystems for VET (InEcVET)
• Training community volunteers
• Welcome to universities and HiEd. (WELCOME)
• ‘Young EuropeanTalent on the Move- YET’
• TrainVol: Capacity Building of Civil Society to
Strengthen Volunteerism
• Video/Visual Literacies (ViLi)
• SELF-E
• Airthings
• Soci@l
• SIMILAR
• Mindfull managers
• BRAMIR
• MEDIS
• BACKPACK
Relevant Projects
The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views
only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

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Games, Tales, and Social Space: Reflections on Engagement, Inclusion, and Digital Citizenship

  • 1. Games, Tales, and Social Space: Reflections on Engagement, Inclusion, and Digital Citizenship Dr. Charalambos Vrasidas, Founder & Executive Director, CARDET Professor of Learning Innovations and Policy & Associate Dean for elearning, University of Nicosia. www.cardet.org www.knowledgehub.eu pambos@cardet.org
  • 2. CARDET Mission Inspire innovation, and to promote education, research, and development through evidence-based practices, cutting- edge research, and empowered people.
  • 3. EU and international funding Project Design & Management Social Justice & Civic Engagement Online Education Education and Training Research & Evaluation Innovation & Entrepreneurship Literacies Core Expertise
  • 4. Research & Dissemination •Edit an International Journal on Educational Media •Publish a Book series •Case studies from around the world •Harvard, UCLA, MIT, YALE •Boston College, Open UK
  • 5. Overview •Some issues on digital citizenship •A “simple” inclusion project •Gamification – lessons learnt •Recommendations & Reflections
  • 6. • War & Conflict • Climate Change • Migration • Violence in Schools
  • 10. Numbers • 50% of jobs could be automated in the next 2 decades • 85% of the jobs of 2030 … have not been invented yet • 85% of your professional success has to do with your personality, communication, negotiation, leadership skills … and 15% with technical skills https://www.huffingtonpost.ca/2017/07/14/85-of-jobs-that-will-exist-in-2030-haven-t-been-invented-yet-d_a_23030098/?guccounter=1 http://www.oxfordmartin.ox.ac.uk/downloads/academic/The_Future_of_Employment.pdf
  • 12.
  • 14. The DRC project aims to empower students and teachers to develop digital citizenship skills, and to integrate digital literacy and digital citizenship as part of school curricula. (terms: skills, competencies, literacies, citizenship)
  • 15. Digital Citizenship: A working Definition… • A collection of knowledge, skills, competencies, values, and practices which empower individuals and groups (collaboratively) to access, analyze, construct, comprehend, evaluate, deconstruct, communicate messages in various forms, in ways that it allows them to function effectively, ethically, responsibly in society. – (CARDET Research Group, 2017).
  • 16. The digital competence Framework for citizens • Information and data literacy • Communication and collaboration • Content creation • Safety • Problem solving https://ec.europa.eu/jrc/en/ digcompedu
  • 17. Play: The ability to capacity to experiment and explore various solutions to problems. http://tinyurl.com/po9ry3v http://tinyurl.com/oh7p6ct Jenkins - MIT
  • 19. No clear answers … • Safety • Privacy • Fake news • Engagement • Impact on health • Engagement and attention • Screen time • Talk to your kids!
  • 20. http://www.idecide-project.eu An innovative toolkit for inclusive decision making policies Erasmus+ (Key Action 3) - Support for Policy Reform – Prospective Initiatives - Forward Looking Cooperation Projects
  • 21. Problem • Complexity of running schools and classroom • Inclusion – easier said than implemented • Practical tips – evidence based • Decision making is a complex, political, biased process. • Time for learning and unlearning
  • 23. Jazz, Basketball & Teacher Decision-making • Researchers Hilda Borko and Richard Shavelson summarized studies that reported .7 decisions per minute during interactive teaching. • Researcher Philip Jackson (p. 149) said that elementary teachers have 200 to 300 exchanges with students every hour (between 1200-1500 a day), most of which are unplanned and unpredictable calling for teacher decisions, if not judgments. • https://larrycuban.wordpress.com/2011/06/16/jazz-basketball-and-teacher- decision-making/
  • 24. DECISION MAKING AT SCHOOL LEVEL Timetabling Visit and excursions School projects Parental involvement Filing and archiving School events Curriculum adaptations Teaching methods School purchases Homework Students’ council Announcements School breaks
  • 25. Diversity in Schools Pupils belonging to religious minorities LGBT Pupils from deprived backgrounds Migrants, refugees, asylum seekers students Pupils with health issues Pupils with mental health issues Pupils with types of SEN/Disability Roma pupils
  • 26. TOOLKIT Reminds a school leader of existing information about tackling disparities in learning outcomes and provides access to - Practical tips for teachers - Practical tips for school leaders - Supportive Literature - EU directives and reports Provides pupils and parents with a voice in decision making
  • 27.
  • 28. What worked well • User –friendly toolkit • Evidence-based practical tips • Simplified practical language • Preferred app rather than website • Students and parents get a voice
  • 29. Lessons Learned • Inclusion – is hard work • Some tips are too generic • Literature support – too scientific at times • Biggest success: Changing the culture and habits of school staff • More up-front training with case studies • Ongoing support • Time release for school staff • Can serve as a good tool for teacher professional development
  • 31. One of the earliest examples …
  • 34. iStockPhoto.com http://tinyurl.com/4c6qvfu SPEED-CAMERA PAYS DRIVERS TO SLOW DOWN https://www.wired.com/2010/12/swedish-speed-camera-pays-drivers-to-slow-down/
  • 36. These are the attributes of a good learning environment.
  • 38. Gamification of Entrepreneurship Education http://www.entrinno.org Online Game for Entrepreneurship & Innovation
  • 40. EntrInnO’s alignment with EntreComp http://publications.jrc.ec.europa.eu/repository/bitstream/JRC101581/lfna27939enn.pdf
  • 42. Game & Learning Design
  • 43. Presentation of the game Unlock next Phase Pass the final quiz Upload / Submit a final assignment Unlock and pass a series of challenges using resources and tools Watch Phase's overview short video
  • 49. Application form and Reflection Quiz
  • 50. Progressing to the next phase
  • 51. Assessment XP Points Final assignment challenges Final quiz challenge Facilitators can monitor whether players went through the resources and material of each phase using the game’s automatically awarded XP points. A final assignment in each phase in the game which requires players to apply knowledge and develop skills related to the particular phase’s entrepreneurial area of focus. Players need to pass a quiz challenge which is developed to test basic knowledge and scenario- based responses relevant to the content of the phase using 10 true/false and multiple choice questions.
  • 52. Challenges Matching activities & competences Cultural diversity Self-pace Vs Facilitated Reading material Collaborate or self-paced Video – audio –translations Usability Scalability Duration © CARDET 2017
  • 53. Strengths Aligned with the EU directives Modular and can be adapted in learning courses Close to youth’s high-tech culture Address various needs for economic growth Self-paced or facilitated Can be combined with materials and resources in existing courses © CARDET 2017
  • 54. Design Challenges Less content in each screen - game-like feel Less technical language for better understanding Operationalize competencies Simplify the interface Engage the user from the beginning Content edited down Language in the missions was simplified Multiple activities The interface was updated in 3 rounds Created a profiling activity at the beginning of the game
  • 55. Challenges • Not everything can be gamified • Operationalizing entrepreneurial competencies • Time (preparation & implementation) • Teachers and schools not prepared • Curriculum (ECTS, alignment, length) • Learning design • Assessment • Classroom arrangements • Language • Technology
  • 56. 3-Sigma Model Systemic Systematic & Sustainable elearning innovations Stakeholders Partnerships Infrastructure ICT Support Costs Leadership Teacher practices Curriculum Pedagogy Assessment Teacher Professional Development Policies & Strategies Local, Regional, & Country Level Context Culture, Socioeconomic factors, Language, Geography, History Ongoing Monitoring, Research & Evaluation © CARDET 2017
  • 57. Recommendations for Research • What is the nature of decision making in school settings? • What factors influence decisions teachers make? • How do teachers and students experience inclusion? • What is the meaning of digital citizenship for young learners? • How can we foster responsible ethical digital participation? • Which elements of games are more appropriate for what kinds of learners, and learning outcomes?
  • 58. • InterCap • DRC • SCHOOLS FOR FUTURE YOUTH (SFYOUTH), • B-Learning: Curriculum Design for Blended Learning (B-LEARNING) • EUciTEC • Digital Tools for Inclusion of Refugees, Asylum Seekers and Migrants • Digital, Social and Civic Competences Development for Adult Educators Working with Migrants and Refugees -DiSoCi • Digital Tools for Inclusion of Refugees, & Migrants • AGEFACTOR • COMMIX • FEFE • Girls on Global STEM (GIGS) • MIELES - e-learning in Indian higher education • Work 4.0 • Shanarani • CIVACT • Journey to Employment (GET THERE) • Health Communication Training for Health Professionals (H-COM) • An innovative toolkit for inclusive decision making policies (Idecide) • Innovation Ecosystems for VET (InEcVET) • Training community volunteers • Welcome to universities and HiEd. (WELCOME) • ‘Young EuropeanTalent on the Move- YET’ • TrainVol: Capacity Building of Civil Society to Strengthen Volunteerism • Video/Visual Literacies (ViLi) • SELF-E • Airthings • Soci@l • SIMILAR • Mindfull managers • BRAMIR • MEDIS • BACKPACK Relevant Projects The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.